I agree I think arguing about which class is easier is pointless, none are particularly hard to play. However, I will say I disagree with one point, which is that you say we lose alot of dps only if you mess up all 5 blood weapon windows. Really if you mess up one your resource generation is messed up and your sustained dps drops, its not as huge as missing a warrior window but it is enough to mess up your run for the night. If you miss all 5... well yeah at that point I would lose all hope in the run for a week at that point I would feel like I might as well turtle and hope the healers can make up my missing dps. You also have to make sure you can actually get all 5, if you are delayed by a phase change or anything else you run the risk of loosing a blood weapon entirely, meaning you want to use these at a time when you will actually have all 5 blood weapons which means finding a time when all of them can more or less be used on cooldown. So the question becomes is it easier to fit 5 buff windows into a 2 minute interval or 3. But again, this is an issue of planning your cooldowns, which every class needs to do anyway.
As for reasons why dark needs buffing here are my big ones:
1) For our mitigation to equal paladin or warrior we need to use TBN, this is a dps loss out of tank stance. I'm not a fan of lossing dps to mitigate as a tank, and I enjoy not being in grit. I'm not saying this needs to be a dps increase, but its only 6 potency on bloodspiller to be a dps break even. All the tanks should be equal in mitigation imo.
2) We do less dps than both paladin and war. War is clearly at the bottom in utility right now and I think it should be at the top of tank dps to compensate. Paladin is at the top of tank utility and I think it should be tuned to have the lowest dps of the three. Dark should offer the middle ground.
3) In light of warrior getting a party utility I think dark should get a party utility to maintain is middle of the road utility option. I would suggest buffing sole survivor so that it converts party dps into an hp and mp refresh on the party by taking % of average party dps. For example if your party dps was 28k then your average per person is 28,000/8 = 3,500. I would return this at maybe a 50% rate regen for hp and 20% for mp to give 1750hp/700 mp for 15 seconds. This way paladin and warrior have shields and dark takes a regen and resource route.
4.1 changes threaten to make drk the bottom in all three of those options (mitigation/dps/utility once war gets it buff). This just shouldn't be the case since we would be stepping back into what was wrong with tank balance in 3.x jsut hte names would change.



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